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Following Call of Duty: Modern Warfare 2's release, Activision fired Infinity Ward co-founders Jason West and Vince Zampella in March 2010 for "breaches of contract and insubordination".[7][8] Their departure resulted in a series of lawsuits[8] and a staff exodus.[9][10] Later that year, West and Zampella founded a game development company, Respawn Entertainment, with many of the former Infinity Ward staff.[8] At E3 2011, Electronic Arts Labels president Frank Gibeau revealed that Respawn's first project was a science fiction shooter published by Electronic Arts.[8] Two project leads left the company to begin their own studio in mid-2012, and West retired in March 2013.[8]
Zampella announced that Respawn would show at E3 2013 via Twitter on February 25, 2013.[11] Their announcement leaked early through an erroneous early release of Game Informer's July 2013 issue on Google Play, which revealed their first game's title, premise, and release date.[12] Other advance public information included the company's trademark filing for "Titan" in April 2013,[13] and an April 2013 Kotaku report of the game's Titan mech gameplay and Xbox One exclusivity.[14] The game was officially announced during Microsoft's E3 2013 press conference, with expected Xbox One, Xbox 360, and Windows PC releases in Q1[12] 2014.[4][3] The Xbox 360 version announced as in development at another studio with Respawn's support.[4]
The development team experimented with different gameplay before consolidating to three goals: "player mobility, survivability, and the merging of cinematic design with fast-paced action".[2] They identified contemporary first-person shooters as restricted to "a single plane of movement", the cardinal directions and hiding in place, and considered new features to increase mobility, such as a three-story-high jump.[2] Final mobility features include wall running and the pilot's jump kit, which allows for double jumps.[2] Additionally, the game does not cordon off parts of the environment.[2] Concerning survivability, Respawn chose to populate the environment with dozens of computer-controlled characters to give players the reward of consecutive kills while reducing the player deaths necessary in return.[2] Thirdly, the cinematic storytelling segments associated with single-player campaigns were merged into the multiplayer mode as introductions and epilogues to the missions.[1]
Respawn chose to build Titanfall on the Source game engine due to their developers' familiarity and its ability to reach 60 frames per second on consoles.[15] The company built upon the engine during development in features such as lighting, rendering, visibility, networking, and tools pipelines.[16] The game also uses Microsoft's cloud computing for multiplayer servers, physics, and artificial intelligence.[12]
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